Move Generators and Other Basic Functions for the WRKBK Problem
 Develop a function WMOVE: State2
Move
; e.g WMOVE(s34) returns the moves white can make in state s23, e.g. ((K, 3, 4), (R, 8, 5)). Remark: Do not creates moves that lead to the death of the white king or the loss of the white rook!  Develop a function BMOVE: StateState{c, s, m} that takes the input state and returns the state obtained by moving the black king; the function additionally returns the status of the game: c indicates that the game continues, s indicates that we have a stale mate, m indicates that we have a mate; in the case that the input state s is a mate or stalemate position, BMOVE(s) returns (s,’s’) or (s,’m’).  Using the first 2 functions, develop a function APPLYM: State  Move  State {c, s, m} that applies the (white) input move to the input state obtaining a new state s’ and moves the black king in state s’, and returns the state obtained; that is it applies two moves and returns the obtained state and the status of the game: either ‘c’, ‘s’ or ‘m’.  Write a function that reads training and test files.  Write a main program that executes your software system by running your search function for the problems in the input files, and which writes solutions and meta data for each solution to an output file.  Write a function to visualize WRKBK states and solutions to the WRKBK problems  Write a function to visualize solutions to WRKBK problems  Represent states efficiently as you will create a lot of them e.g. just use 6 numbers that represent the positions of the 3 pieces or even only a single number e.g. 446668!
Other Advice  Get software that reads the file and solves the problem in the file and produces an output file for all testcases first.  Make the number of state explored SEXPL a constant, and set it to a small value; e.g. 50 first and not 10000; as you might recall in case that you generated exceeds SEXP, you program should terminate unsuccessfully.  Using other Software in the Project: – Use of chess playing programs is strictly prohibited, but use of general software for search or modification of pseudo code of such software is allowed. – However if you use search or other software in your software system, you have to mention/reference this software in your final report; failing to do so is an academic honesty violation. This should be done for every external software you use; e.g. if you use chess board display software is fine, but you have to acknowledge that you used this software and did not write it yourself. Thoughts on Search Strategies for the WRKBK Problem  The task is to solve the problem at hand  Hill-Climbing, Randomized Hill Climbing, Backtracking, Best-first Search,… all seem to be suitable search strategies for the problem  Find “good” evaluation functions” (e.g. f(pos)=king_close_w_king(pos)* + king_close_to_rook(pos)* + *1/Freedom_black_king(pos)) for one of the available search strategies  Rapid prototyping is strongly recommended; also don’t make things too complicated at the beginning  Try to learn from sample runs  Idea: break the problem into sub-problems and solve each sub-problem separately.
 Idea: Reduce the search space by disallowing certain moves  Idea: Use look-ahead when you use backtracking or hill climbing  You are allowed to take advantage of the face that “you know in advance how the black king moves”. It is okay if you implement a game-style system but you should be aware of the fact that you are trying to solve a more complicated problem which makes it much harder to get your system running.  “Complex” search strategies are frequently hard to debug/improve.
 Instead of looking to all possible positions sample some of those to reduce the complexity of the search  Checking for duplicate states might or might not help (this answer is dependent on the employed search strategy)  Disjunctive goals in search create problems  Taking advantage of symmetry is complicated, but might help!  There is a training benching that is already posted, consisting of 13 problems and a test benchmark consisting of 7 problems will be used to evaluate how your software systems deals with “novel” problems. Test cases will be sorted by difficulty; if you program cannot solve all the test problems this is not the end of the world; however, if it is not able to solve the “simple” cases you will not get a good grade for project.  The primary goal is to checkmate the black king; however, programs that find shorter solutions will get higher, but not necessarily a lot higher scores.  The project will be graded evaluating your report, the quality of the designed program, and the programs performance for the training and test set. Program performance for training and testing benchmark will count at least 55% towards the overall grade.

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